# The Rigus Anvils A professional arena team sponsored by a wealthy patron in Rigus. Disciplined, uniformed, and the odds-on favorite to win the Game of Artifacts. ## Captain Drace - Male Hobgoblin Fighter LV6 Team captain. All business. > Drace, Hobgoblin, Fighter LV6 (Battle Master). > > AC 18 (chain mail, shield). HP 58 (6d10+18). Speed 30 ft.\ > STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 10 (+0).\ > Saving Throws Str +7, Dex +1, Con +6, Int +1, Wis +2, Cha +0\ > Skills: Athletics +7, Perception +5, Intimidation +3. > > Martial Advantage: once per turn, +2d6 damage if ally is within 5 ft of target.\ > Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\ > Action Surge: 1/short rest, one additional action.\ > Maneuvers (4 times per day, use one of the following):\ > Trip Attack: add d8 to damage and target must make a STR save (DC 15) or be knocked prone.\ > Riposte (reaction): when a creature misses Drace, he attacks and adds d8 to damage.\ > Commander's Strike: Drace forgoes one attack to let an ally use their reaction to attack, adding d8 to the ally's damage. > > Multiattack (2 melee attacks):\ > Longsword +7 to hit, reach 5 ft, 1d8+4 slashing.\ > Javelin +7 to hit, range 30/120, 1d6+4 piercing. ## Vekk - Male Orc War Cleric LV5 The healer. Hits hard for a cleric. > Vekk, Orc, Cleric LV5 (War Domain). > > AC 18 (chain mail, shield). HP 44 (5d8+15). Speed 30 ft.\ > STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 16 (+3), CHA 8 (-1).\ > Saving Throws Str +3, Dex +0, Con +3, Int -1, Wis +6, Cha +2\ > Skills: Perception +6. > > Aggressive: bonus action to move up to speed toward a hostile creature.\ > War Priest: 3/long rest, bonus action melee attack after Attack action.\ > Channel Divinity (1/short rest): Guided Strike — +10 to one attack roll. > > Prepared Spells (DC 14, +6 to hit):\ > Cantrips: Sacred Flame, Toll the Dead.\ > 1st (4 slots): Divine Favor*, Shield of Faith*, Healing Word, Bless.\ > 2nd (3 slots): Spiritual Weapon*, Magic Weapon*, Hold Person.\ > 3rd (2 slots): Crusader's Mantle*, Spirit Guardians. > > Warhammer +6 to hit, reach 5 ft, 1d8+3 bludgeoning. ## Stride - Female Githzerai Ranger LV5 Scout and ranged specialist. > Stride, Githzerai, Ranger LV5 (Hunter). > > AC 16 (studded leather, DEX). HP 44 (5d10+10). Speed 30 ft.\ > STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 8 (-1).\ > Saving Throws Str +4, Dex +7, Con +2, Int +1, Wis +2, Cha -1\ > Skills: Perception +5, Stealth +7. > > Mental Discipline: advantage on saves vs charmed and frightened.\ > Colossus Slayer: once per turn, +1d8 damage to a creature below its HP max.\ > Extra Attack: two attacks per Attack action. > > Longbow +7 to hit, range 150/600, 1d8+4 piercing.\ > Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing. ## Null - Warforged Wizard LV5 Tactical support. Speaks only when necessary. > Null, Warforged, Wizard LV5 (War Magic). > > AC 16 (natural armor + DEX). HP 32 (5d6+10). Speed 30 ft.\ > STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 6 (-3).\ > Saving Throws Str -1, Dex +2, Con +2, Int +7, Wis +4, Cha -3\ > Skills: Arcana +7, Perception +4. > > Constructed Resilience: advantage on saves vs poison, resistance to poison damage, no need to eat/drink/sleep/breathe.\ > Arcane Deflection (reaction): +2 AC or +4 to saving throw, then can only cast cantrips next turn.\ > Tactical Wit: +4 to initiative. > > Prepared Spells (DC 15, +7 to hit):\ > Cantrips: Fire Bolt, Ray of Frost, Minor Illusion.\ > 1st (4 slots): Shield, Magic Missile, Grease.\ > 2nd (3 slots): Web, Shatter, Misty Step.\ > 3rd (2 slots): Fireball, Counterspell.